Our games are developed using our proprietary cross-platform engine. Because the engine is created and supported in-house, we know it inside and out. We can customize it for the needs of a particular game, add features, fix problems, and prototype far more efficiently than would be possible with any off-the-shelf engine. Our tech has matured and evolved over eleven years of development, 8 platforms, and dozens of releases (including externally developed ports and sequels of our games).

Efficient Content Creation

One of the most unique features of the engine is the way that it revolves around efficient content creation and team collaboration. Perhaps the most critical challenge in game development is to create an efficient development process that allows team members to work independently, make iterative changes with rapid feedback, and integrate those changes into the game. Our developers spend their time creating game content, not waiting on builds or shared files. Our level design and build tools scale gracefully to huge teams and huge datasets.

Hot-Syncing

In addition to fully interactive editors, which allow changes to be seen in the game in real time, any asset can be updated while the game is running. This reduces iteration time to almost nothing, dramatically improving productivity and quality.

General and dynamic occlusion culling works well indoors and outdoors.

Multi-threaded architecture is tuned for optimal performance on next-gen consoles.

Object System

This is our game object creation and scripting system, which enables artists and designers to directly implement game objects.

Features

Object-oriented design enables massive reuse of game content within games and across games.

Creates optimal workflow. Common tasks can be performed with menu selections and filling out a form. Objects are plug-and-play. A smart object can be dropped into an area and perform complex interactions, without requiring tedious setup.

Build on growing object library

Dynamic scene management loading and unloading sections of the world, without a performance hit

Able to detect most common script errors at compile time. Run-time errors are handled gracefully, without breaking the game for the rest of the team.

Able to divide up levels hierarchically, for collaboration and streaming.

The fast way to do things is also the right way to do things. Prototypes created from standard building blocks form a solid foundation for the shipping game.